TES V Ideas and Suggestions # 140

Post » Fri May 27, 2011 8:03 am

the books are supposed to brodge the gap between the game and OB from what ive heard so it couldnt be 10 years after OB, probabaly about 5 years after the last book is what i think would be practical. but i wouldnt mind it being 10 years after OB, i hate when games change alot.


i agree with change...moderate change with AI and other real advances in tech is good just keep the fundamentals of the game and lore
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Rozlyn Robinson
 
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Post » Fri May 27, 2011 11:53 am

i agree with change...moderate change with AI and other real advances in tech is good just keep the fundamentals of the game and lore


exactly, i like tech advances in the actual game engines and such but not so much in the actual game, i think if beth brought daggerfall, morrowind, and oblivion together, they would have a game that would make me cry in awe everytime i touched it.

i mean seriuosly who wouldnt like a game that had the customization and epicness of MW combined with the large world of DF, and the amazing graphics of OB
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Natalie Harvey
 
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Post » Fri May 27, 2011 12:28 pm

Just one thought about the "cannons", don't wanna heat it up to much and develop a "you know what" discussion, just felt like mentioning it.
They MAY havea concept of what a cannon is but that doesn't mean the know what a handgun is, there's a HUGE leap between them. Those cannons could be extremely heavy with very thick walls that still have to take a lot of stress from a blast, trying to miniaturize that would be a big step and likely not even be attempted. After all it's enough work trying to make one that doesn't blow up with very thick walls (and that IS not easy as even micro fractures can make them burst).
So, yea, there could be cannons, still FAAAARRRRR away from a functional handgun. Effective to blast ships and stone walls, more of a siege weapon, but not really so for war and combat.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 3:46 pm

exactly, i like tech advances in the actual game engines and such but not so much in the actual game, i think if beth brought daggerfall, morrowind, and oblivion together, they would have a game that would make me cry in awe everytime i touched it.


i think it would be great for them to make a game for every province first then make a huge all provinces game probably MMORPG? Please NO!!! They could set it in the past as a prequel or distant future as not to mess with all the lore buil;t up to that point. Take all that was/is good and keep take all that was bad and toss and boom....Perfect
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Brandon Bernardi
 
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Post » Fri May 27, 2011 12:45 pm

Just one thought about the "cannons", don't wanna heat it up to much and develop a "you know what" discussion, just felt like mentioning it.
They MAY havea concept of what a cannon is but that doesn't mean the know what a handgun is, there's a HUGE leap between them. Those cannons could be extremely heavy with very thick walls that still have to take a lot of stress from a blast, trying to miniaturize that would be a big step and likely not even be attempted. After all it's enough work trying to make one that doesn't blow up with very thick walls (and that IS not easy as even micro fractures can make them burst).
So, yea, there could be cannons, still FAAAARRRRR away from a functional handgun. Effective to blast ships and stone walls, more of a siege weapon, but not really so for war and combat.

kinda like the siege guns used in the revolutionary war by the french to pin down the british at yorktown
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Antony Holdsworth
 
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Post » Fri May 27, 2011 11:34 am

I would like to see more NPC's. Like, Imperial City was a good size and all for the game but for the capital of all of Tamriel is seemed a little...devoid of life.There should be more bustle and and activity and excitment.
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Unstoppable Judge
 
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Post » Fri May 27, 2011 8:42 am

I would like to see more NPC's. Like, Imperial City was a good size and all for the game but for the capital of all of Tamriel is seemed a little...devoid of life.There should be more bustle and and activity and excitment.

yea, and when you think about actual midevil times not everyone lived in an apartment that was well furninshed like most people in the IC in OB, they should make the poverty district bigger, and add alot more buildings to the main city part, i mean seriuosly its the cpital of an empire but yet it barely has as many buildings as a small rennassiance town, i mean look at venice in the 13th century, it was huge compared to the IC, i would like to see the amount of people and buildings as there are in the assassins creed games, that would make the game alot more lively.
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Micah Judaeah
 
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Post » Fri May 27, 2011 1:55 pm

As a sidenote, it always seemed odd that Daedric, being more or less enchanted ebony, becomes somehow heavier than ebony. It might be interesting to represent this differently, even as another possible grade of quality; for example, the Daedra involved not being fully "tamed," resulting in the armor being harder to wear, penalizing a skill or mobility, causing gradual damage, etc.


That'd be interesting. But then there should be one impossibly difficult to find set of perfect Daedric.

Hell, you should be able to MAKE your own Daedric by binding spirits to ebony armor. It'd be cool to see what different Daedra do to the armor.
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Angel Torres
 
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Post » Fri May 27, 2011 6:20 pm

kinda like the siege guns used in the revolutionary war by the french to pin down the british at yorktown

Exactly, usefull for siege and defense but not necessarily for war. Makes sense to have a very trong stationary weapon that can be used by pretty much anyone with a single sheet of instructions at a reinforced position.
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remi lasisi
 
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Post » Fri May 27, 2011 8:19 pm

That'd be interesting. But then there should be one impossibly difficult to find set of perfect Daedric.

Hell, you should be able to MAKE your own Daedric by binding spirits to ebony armor. It'd be cool to see what different Daedra do to the armor.

Actually i had the idea that Daedric matarial is barely existant in the mortal world, you might find ONE full set of it. However there could be a way to GET it another way but that is not to MAKE it. You have to take it from a Dremora.
The thing is however is that the armor is FUSED with them (i know it wasnt in Oblivion but hear me out). To take it you have to find a dremora and perform rituals on them before their bodies vanish back into Oblivion, you might only get a single piece of armor out of them in he process. You could even say Daedric weapons vanish back into Oblivion unless a ritual is perfomed on them to bind them to the mortal realm.
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 3:26 pm

yea ithink its time we put this discussion of technology to rest and focus on actual suggestion instead of our ideas and speculations of what will happen.

i was thinking and wouldnt be cool if beth would let us do mundane everyday things in TESV like fish or mabey include something like in MW crafting and let the player build fires and make armors and things.



I have been waiting for a TES crafting system for ages. Something along the lines of the game Runescape would be cool, though there's always room for inprovement.

Skills such as:
--Major (Skills that use materials gathered from minor skills)
Armorer (forging armor, weapons, and other tools and devices made of metal)
Jewelery (crafting all the jewelery used in the game. Rings, amulets, ect.)
Fletching (making bows, arrows, and other items made of wood)
Cooking (making food and drinks that can heal and enhance you)

--Minor (Skills for gathering materials used in major skills)
Smithing (Mining raw metals such as iron and glass and refining them for use as an armorer)
Treasure-seeker (Locating rare gems and crystals and refining them for making jewellery)
Woodcutting (Cutting different types of wood for use in fletching)
Fishing/Gathering (Finding raw foods and prepping them for cooking)

--Miscellaneous (Everything else)
Alchemy (Potion/poison making)
Scholar (Using ancient fragments of knowledge to advance skills, write magic scrolls, ect.)
Tracking (Using your lay of the land to find your prey)

Of course, you couldn't make things like Daedric Armor or other super rare items.
It wouldn't be too hard to implement. If you have x amount of iron ore, you *use* your hammers when within 5 feet of a forge, and the ore disappears from your inventory, replaced with a left gauntlet.
You could fail with it, like burning your fish or chipping your sword, the higher level the higher success rate.

That's all i can think of at the moment.
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Wanda Maximoff
 
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Post » Fri May 27, 2011 3:10 pm

Exactly, usefull for siege and defense but not necessarily for war. Makes sense to have a very trong stationary weapon that can be used by pretty much anyone with a single sheet of instructions at a reinforced position.

like have them on the battlements of the city walls or something., it would be cool if they had a quest in TESV that you had to defend a city with a seige gun :D lol
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Sarah Unwin
 
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Post » Fri May 27, 2011 4:59 pm

Actually i had the idea that Daedric matarial is barely existant in the mortal world, you might find ONE full set of it. However there could be a way to GET it another way but that is not to MAKE it. You have to take it from a Dremora.
The thing is however is that the armor is FUSED with them (i know it wasnt in Oblivion but hear me out). To take it you have to find a dremora and perform rituals on them before their bodies vanish back into Oblivion, you might only get a single piece of armor out of them in he process. You could even say Daedric weapons vanish back into Oblivion unless a ritual is perfomed on them to bind them to the mortal realm.

oooh i like the sound of that, like i said in my long ass list of things a few pages ago, daedric armor was way to easy to get in OB, i mean when you finally got a full set it was like, yay woohoo look at me and the other 238739872 NPC's who have daedric armor, but in MW it was like HOLY [censored] I FOUND THE LAST PEICE OF DAEDRIC ARMOR! or HOW IN THE HELL DID I ACTUALLY KILL HIM! WHO CARES LOOK AT WHAT I GOT NOW!. huge difference. i preferably like the MW type of daeric armor, in the fact that there is only 2 sets in the whole game.
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jodie
 
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Post » Fri May 27, 2011 7:25 am

Oh one more take on technological advancement.
I think a nice example was "Thief: Deadly shadows" where they had simple steam pwoered machinery (nothing too advanced though) and actual electric street lighting.
I mentioned it somewhere else before but it would be nice to see people actually actively researchign Dwemer technology, if the setting is in Skyrim (as far as i know there are a few Dwemer ruins there) a interesting place would be a research site where they actually broke open one half of a Dwemer ruin and started taking it apart bit by bit and study how the machines are built. They could still use strong hand by adventurers to make it deeper inside without getting killed.
Would be interesting to see the insides of the tents actually lit with dwemer lightbulbs (those where in Morrowind btw).
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maria Dwyer
 
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Post » Fri May 27, 2011 8:43 pm

There aren't Dwemer Ruins to my knowledge, although it is plausable. It would make sense as to why there were Dwemeri stuff in Redguard and Dagerfall: The Dwemeri Empire streched across all of Northern Tamriel
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Laura Shipley
 
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Post » Fri May 27, 2011 5:57 pm

That'd be interesting. But then there should be one impossibly difficult to find set of perfect Daedric.

Hell, you should be able to MAKE your own Daedric by binding spirits to ebony armor. It'd be cool to see what different Daedra do to the armor.

I actually have that in my own giant spell effect list:
-Create Daedric Item: The source of most daedric equipment in the world, this process can provide powerful equipment but is very difficult. Creating a daedric item involves an advanced ritual and the materials needed to make the item, and the time of year effects results depending on the plane of Oblivion being accessed for the daedric soul. Only skilled mages can create such items at all, and only the most powerful archmages can make daedric equipment of comparable strength to the "pure," temporary bound items. This process is not made easier by faction relations, and may even harm them. Likewise, the quality of the materials will affect the outcome.

Part of the idea involving different planes of Oblivion is that I feel there should be different types of Daedric items. All we ever see is the spiky red "evil" stuff worn by Dremora, when there are supposedly countless types of Daedra. Wouldn't the stuff Golden Saints wear qualify as "Daedric?" Ideally there might be not only different varieties in appearance, but in stats, and what they do. The known type from Mehrunes Dagon's realm might be incredibly hard, while another is virtually weighless or supernaturally sharp. Some might do a unique damage type that enemies won't have resistances against. A blade from Mephala's realm might do a bonus to sneak attack damage. So on and so forth. For a player to make the best-quality Daedric of any kind they'd need extremely high magic skill, as well as the finest quality base materials (which could also vary depending on the desired plane), which would probably require equally high skills in other areas, either to make the stuff themselves or acquire it some other way. Even then it might not work out in your favor due to the difficult nature of forcing powerful beings into this shape (the results could be an invisible value attached to the base material, making the player unable to just reload until it works). Preferably, skill-gaining would be much slower, too. In the end, creating a full suit of such equipment of the best quality would be just as near-impossible as simply finding it, since the right materials would be rare and/or expensive and you'd want to get your work done under a certain star.

Something I've suggested in the past, which is related to equipment, is the idea of giving a quality value to all (or most) items. That could effect not only how good it is, but what state it's in. Say items all have a standard 1-100 quality range. An apple might have 100 when it's picked, but gradually decrease over time and eventually become rotten. A piece of artwork's quality could directly reflect its value and the skill in its creation. That won't decrease over time, but even the smallest amount of damage could drop it to nothing. A piece of equipment, likewise, would have a quality level based on the crafting skills of whoever made it. Your 40 quality steel longsword would probably be a pretty typical item obtained in any common store. After using it for a while its durability falls, but since your relevant skills are low, the quality drops to 38 when you repair it. A person could only repair an item up to a quality level equivalent to their skill (only, say, 10 points above its original level, so you can't just hammer any random crap into a masterpiece). The same, if you had a masterwork sword, you'd need to either be a master yourself, or take it to the same smith or someone just as good to give it a repair job that does it justice and keeps the edge as good as new.

The same quality levels could mean different things for different types of Daedric equipment. One might not drop in quality and would lose durability very slowly, but would take a smith who's also very skilled in enchantment to work on it. Quality could also effect those negative side effects (penalties, damage, etc.). Daedric items made with lesser skill would still be powerful and rare, but still wouldn't compare to the very best without it having to be an overpowered difference. That, too, is something I'd like to see with all this. I want Daedric items to be powerful, rare, and hard to find or get. What I don't like so much is having a clear, obvious "best" item that every high level character ends up using. I'm tired of characters that are all the same in the end. Having a greater variety alongside combat being more tactical and focusing on "what attack types are more/less effective against what defenses" instead of simply "bigger numbers" would make things a lot more interesting.
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Carys
 
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Post » Fri May 27, 2011 9:14 am

What I liked about Fallout 3 that they could throw into TESV is the fact that they had unnamed people in towns. We need more then 200 NPC's in the biggest city of the continent. But it takes too long to make them all unique. So just throw another couple hundred nobodies that have the name "Imperial City Civilian" that serve no purpose, have no dialogue other then a "Hello" if you try and talk to them, etc.

And followers. I'd like to get a small group rather than adventuring along sometimes.
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 5:08 pm

Oh one more take on technological advancement.
I think a nice example was "Thief: Deadly shadows" where they had simple steam pwoered machinery (nothing too advanced though) and actual electric street lighting.
I mentioned it somewhere else before but it would be nice to see people actually actively researchign Dwemer technology, if the setting is in Skyrim (as far as i know there are a few Dwemer ruins there) a interesting place would be a research site where they actually broke open one half of a Dwemer ruin and started taking it apart bit by bit and study how the machines are built. They could still use strong hand by adventurers to make it deeper inside without getting killed.
Would be interesting to see the insides of the tents actually lit with dwemer lightbulbs (those where in Morrowind btw).

hmm kinda like what they did with kemel ze in TR map 2. and idk about the electricity, i kinda like the torches and stuff, gives it a more well idk it just has that feeling.
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Jack
 
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Post » Fri May 27, 2011 8:53 pm

What I liked about Fallout 3 that they could throw into TESV is the fact that they had unnamed people in towns. We need more then 200 NPC's in the biggest city of the continent. But it takes too long to make them all unique. So just throw another couple hundred nobodies that have the name "Imperial City Civilian" that serve no purpose, have no dialogue other then a "Hello" if you try and talk to them, etc.

And followers. I'd like to get a small group rather than adventuring along sometimes.

yea that would be cool to have a group of people that would follow you and help you out. instead of just one person like in OB.

another thing i would like to see is better mountains, in both OB and MW mountains look to smooth, they need to be really rocky and rougher looking but still have smooth spots
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Enny Labinjo
 
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Post » Fri May 27, 2011 12:21 pm

Something I'd love to see return is the Redguard style zombies that are fairly slow, but they hit hard and are unkillable. You can damage them enough so they're lying on the ground for thirty seconds, but they keep coming after that.
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TASTY TRACY
 
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Post » Fri May 27, 2011 8:34 pm

Something I'd love to see return is the Redguard style zombies that are fairly slow, but they hit hard and are unkillable. You can damage them enough so they're lying on the ground for thirty seconds, but they keep coming after that.

I'd like to add and say there should be different kinds of zombies that look and behave different depending on the cause and envirnment of death.
Also it SHOULD be possible to kill zombies but be a lot harder. They can't bleed to death and don't feel pain but if you chop them up enough they can't move anymore which could be considdered dead. Finally dead would however mean completel destroying the body like burning or dissolving it.
Or there could be ways to remove whatever keeps them animated meaning they just turn to corpses. If it's some magic you have to severe it, if it's some creature controlling them you have to kill it.
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Katey Meyer
 
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Post » Fri May 27, 2011 6:46 pm

Armor pieces and layering:

Here's a list of what parts a armor could consist and what the elements of those parts could be.

Helmet:
-Head shielding (the main helmet)
-Face plate (can be taken off or opened on closed helmets or added to open helmets)

Cuirass:
-Body armor (front and back part)
-Neck shield
-Simple shoulder shields
-Lower body (hips and crotch overlapping) shielding

Shoulder:
-Shoulder shielding

Upper arm:
-Shoulder plating
-Upper arm plating

Forearm:
-Forearm plating
-Elbow protector

Hands:
-Hand protection
-Wrist shield

Hips and upper legs:
-Hips and crotch armoring
-Thighs armor

Lower legs:
-Lower leg armoring
-Knee protector

Feet:
-Upper foot shielding
-Soles (sandals for example ONLY protect the soles)
-Ankle and lower leg protection (boots)

Tail armor (Beast races only):
-Tail armoring

This would be the maximum of separate armor parts for a complete set aside pieces that can be removed or break off.
Some armor parts would actually be merged with each other for a few armor types so one piece takes more than one slot, in some cases the gloves and forearm shielding would be in one piece or both arm shields would be one. This would especially count for shoulder shields, some would actually be part of the cuirass or the upper arm shield.
If you'd like to combine certain armor parts it's either not possible (like using shoulder shields on a cuirass that has unremovable ones) or you'd have to take the armor apart to make a free slot.

In some armors types certain components would also be missing, best example are helmets that have no visor or face plate. Some upper leg armors for example wouldn't have protection for the hips and crotch as the fitting cuirass already covers those.

This can lead into certain armor piece combinations leaving holes in your protection. On the other hand certain pieces that where not meant for each other can inhibit your mobility as they block each other

BTW, yea beast races would have one more armor slot but I'm against the universal armoring system and instead want one where every body part is protected separately. That would mean having that extra tail slot simply means having one more place that needs protection.


As for layering clothing and armor it could go by their "size" and slot, the general separation would be:

Underclothing:
-Shirts
-Light and short pants
-Socks
-Light gloves
-Cloth masks
-Headscarf
-Veil
...

Overclothing:
-Jackets
-Thick shirts/pullovers
-Pants
-Scarfs
-Masks
-Glasses
...

Armors:
Pretty much all armors...

Covering clothing:
-Wide jackets
-Ponchos
-Cloaks
-Skirts/Kilts
-Capes
-Hats
-Hoods
...

Some armoring like chainmail however can be worn between under- and overclothing as well to hide it, perfect for assassins. Belts could be worn on any clothing layer but for holding items they make most sense on the outermost.
There might be a problem for certain armors and covering clothing, look at the daedric helmets for example, you'd hardly get a hood over that... tough it would look cool to put a hat on top of it :P.
It could be possible to also wear a small non held shield on your forearm for archers to defend since they have both hands occupied.

Also all pieces of clothing should add some armoring value, after all clothes ARE protection of your environment. Thicker gloves generally count as armor since, aside finer ones, they are to protect your hands from getting hurt. This means when wearing thick gloves already you can't wear armored gloves on top but you can wear thin gloves below.
Also shoes count as armor, you can't wear boots over them. You can however wear socks under all shoes.

Not entirely sure on how the armor pieces should be split or merged though.
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Gavin Roberts
 
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Post » Fri May 27, 2011 8:37 pm

Perhaps if Bethesda made interaction with other characters more 3rd person than 1st?

See from different camera angles, as the conversation moves on.
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JERMAINE VIDAURRI
 
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Post » Fri May 27, 2011 1:30 pm

Perhaps if Bethesda made interaction with other characters more 3rd person than 1st?

See from different camera angles, as the conversation moves on.

Oh hell, please NO.
I HATE being ripped from first person for ANY reason and honestly I'd wanna feel LESS like a guy with a camera is following me not MORE.
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jenny goodwin
 
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Post » Fri May 27, 2011 6:13 pm

OK read this, I was watching Game Trailors Bonus Round talking about Project Natal and was trying to think about how attacks, slices, and jabs could be easily put in TES without what happened in Oblivion...

(What I mean is, to do a power attack you held the button down for 3 seconds, and THEN it attacked. and to do a side swipe, or a stab, you would need to hold down the direction keys and do a power attack, but because you were holding down the direction keys, by the time you strike your way off from your target, which made power attacks useless.)

Now how about this:

Hold block (right mouse), hold direction with keys, and then click (not hold), you wouldnt need to hold the direction for very long, (just a split second), as long as the time it takes you to click attack (so you dont go running off in the other direction), that way you can easily string together combinations of attacks, or get around when the NPC blocks, of course this would take a while to get realy good at, as allways, but I think it would be very rewarding for the more combat inclined, and because you need to hold block to do it, you would allways have defence except for when you are attacking (which is how i play anyway). Actually, I think this could also be done to spells too to maybe change the effect of the spell or spell type?

So sort of sumthing like:
Up+A = Stab
Down+A = Slice Up
Left+A = Left Slice
Right + A = Right Slice

And to string it all together you could go: DA, RA, LA, UA, and chain together a realy cool combo

For Spells it could be like: (fire being the element chosen)
U + B = Fire Ball
D + B = Fire Wall
L + B = Fire Brush
R + B = Fire Combust

Maybe as you level up the skill 25%, 50%, 75%, etc you could learn those skills/teqniques.

what do you think of that idea?

Having a simple magic system like that would mean you cut down on your spells ALOT, rather than having a whole list of spells you dont need, you just choose the element you want (maybe bined to a quick key) and cast away.
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Rik Douglas
 
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